Innate:Tained Blood:Mirivirs tainted Damon'Kha blood has always manifested in a great resilience,allowing her to adapt and survive in most climates and situations,as well as heal from wounds faster,but as her magical power and physical fitness has increased,its become more than such. Her blood,tainted with the blood of the napishtem,has begun to give her regenerative properties,allowing her wounds to knit at an extremely accelerated rate,healing minor wounds almost instantly while more complex ones take a while longer,her flesh bubbling and knitting together whenever its wounded with a black smoke hazing out from her wounds at an accelerated pace.

DF:1d4+1 Regen,+5 vs Napishtem Shadow Curse

Innate: Dark Might: The other way Mirivir's power manifests,is her control over magical powers,allowing her to take magic and infuse it with her cursed soul,to warp the power of the magic to a darker form. What this means,is she is able to take normal magic,and increase its strength by perverting the elements into something more...fire burns hotter,ice chills colder,lightning is increased in strength,but in exchange purifying effects are less effective on her,and holy magic scorches her skin.

Innate:Shadow Curse:Mirivirs Powers have grown to the point where she exudes her own tainte shadow curse,seperate from the napishtem dragons,her curse is solely based around inhibiting her opponents ability to resist her spells as their bodies atrophy and slow.

DF:At the start of combat and every turn after,opponent must roll Con vs Mirivirs highest stat or recieve -2 defense for the rest of the fight. If it is healed somehow,they must roll against her once again or be cursed once more.

Activated [2x/fight,3 HP cost]: Tainted Blood Rite: By channeling her tainted blood into the earth and using normally pure shamanic rituals perverted to her will,Mirivir is able to forcefully draw energy from the natural land,causing the ground to die and leave a tainted mark that natural beings stay away from,yet seems more hospitable to those of tainted blood,and the undead. Once shes drawn the energy into herself,she subjugates the energy,turning it into her own mana as she replenishes herself to allow her to continue to cast spells.

DF: Spends one turn to regenerate 1d4+3 Mana,Mirivir gets -2 defense rolls until her next action from having to concentrate to drain the energy from the land. Her next spell cast has its mana cost cut in half,or may make it undodgeable.

Activated [2 Mana/use] Demonic Impact: Mirivir is able to momentarily channel herself with the land,connecting herself with the land as she causes it to split and crack,earth shooting up from the ground as it strikes the opponent from behind,slamming them with force.

DF:Gains a second attack that deals 1d8 vs 1 opponent at -2 to the attack roll,may be cast after using a spell or regular attack. Gains the +attack but not the +damage portion of her innate.

___________________________________________________________________________Long Sig has MORAL!I met a traveller from an antique land Who said: Two vast and trunkless legs of stone Stand in the desart. Near them, on the sand, Half sunk, a shattered visage lies, whose frown, And wrinkled lip, and sneer of cold command, Tell that its sculptor well those passions read Which yet survive, stamped on these lifeless things, The hand that mocked them and the heart that fed: And on the pedestal these words appear: "My name is Ozymandias, king of kings: Look on my works, ye Mighty, and despair!" Nothing beside remains. Round the decay Of that colossal wreck, boundless and bare The lone and level sands stretch far away.

then your regen is to high, damage as well. the penalty to rolls... as an activated maybe, and with a duration rather than full fight. however, your mana regen can be boosted, at level 2, an activated that heals is comparable to a rank 4 spell, balanced similar at least to healing spells. which cost 10 mana and heal 2d8+1, so that you could alter to be a little stronger, though sp does not heal as quickly as hpif the other dms agree at least. only reason sp would not heal as fast as hp is because you don't lose it as quickly, 1d4+3 however barely covers 1 additional spell of that level.

Level 2:- Amount of powers: 2-4 (depending on the individual strength of each power)- Bonuses to rolls: +2 to two specific rolls (physical attack, magic attack, block/dodge, etc) or +1 to more global rolls (all attack, all defense).- Regeneration: 1d4 - Damage reduction: 1d4+1- Damage bonus: +2 or +1d4, depending on your other powers- Inflicting penalties to rolls/damage: -2 to two specific rolls/damage (see bonuses) without save, -2 to more global rolls/damage if you allow for a save.

___________________________________________________________________________Long Sig has MORAL!I met a traveller from an antique land Who said: Two vast and trunkless legs of stone Stand in the desart. Near them, on the sand, Half sunk, a shattered visage lies, whose frown, And wrinkled lip, and sneer of cold command, Tell that its sculptor well those passions read Which yet survive, stamped on these lifeless things, The hand that mocked them and the heart that fed: And on the pedestal these words appear: "My name is Ozymandias, king of kings: Look on my works, ye Mighty, and despair!" Nothing beside remains. Round the decay Of that colossal wreck, boundless and bare The lone and level sands stretch far away.